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Sabotage - Signs | |||
Syntax: SIGN <message> | |||
SIGN TO <person> <message> | |||
Using hand gestures, you may sign out a message that only other Saboteurs in the room will understand. | |||
From on the ground or in the trees you are able to shadow a player from an adjacent location. This will cause you to enter their location and begin following them. | |||
Sabotage - Hide | |||
Syn: HIDE, EMERGE | |||
Conceal yourself from view and then type EMERGE to cease concealing. | |||
Sabotage - Illusion | |||
Syntax: CONJURE ILLUSION ALL|<target> <text> | |||
Create an illusion of your choosing in the room you are in or only to a specific target. | |||
You may put a new line in your illusion with the special character sequence "\n" (a backslash followed by an n). You can also | |||
use the $ME token to insert your name into the illusion. The name will be colorised accordingly to the settings of everyone who | |||
sees the illusion. | |||
Sabotage - Traps | |||
Syntax: | |||
TRAPS | |||
TRAPS ALL | |||
This ability will search for traps in the room, giving you information | |||
about them. You will not be able to find traps laid by someone with | |||
higher skill than you. | |||
Sabotage - Dart | |||
Syntax: | |||
LAY DART <direction> | |||
ENVENOM DART <direction> WITH <venom> | |||
Commodities: | |||
1 wood | |||
The dart trap shoots out a dart when sprung. It does no damage, but may be envenomed from vials with venom in them, in which | |||
case the dart will poison the victim with whatever venom was applied to the trap. With great skill you will be able to set up | |||
the traps so that they will only be set off by your enemies. | |||
Sabotage - Harden | |||
Syntax: HARDEN | |||
Your constant exposure to deadly toxins allows you to harden your skin, making you take less damage from physical attacks. | |||
Sabotage - Evade | |||
Syn: EVADE <direction> | |||
All players following you will be lost when you use this ability. | |||
Movement with evade will also be undetected by most abilities that | |||
detect movement. | |||
Sabotage - Garrote | |||
Syntax: GARROTE <target> | |||
Using a wielded whip, you can try to slip behind a target and choke the life out of him or her. Armour is rendered entirely | |||
useless to your victim. Furthermore, while it is difficult to do normally, if your target is fairly helpless (paralysed, tied | |||
up, frozen, fallen on the ground, sleeping, unconscious, or some other similar afflictions) then you will always hit with this. | |||
The higher your sabotage, the more damage this ability will do. | |||
Sabotage - Shadow | |||
Syn: SHADOW <player> | |||
From on the ground or in the trees you are able to shadow a player from an adjacent location. This will cause you to enter | |||
their location and begin following them. | |||
Sabotage - Flay | |||
Syntax: FLAY <player> | |||
FLAY <player> AURA | |||
FLAY <player> MASS | |||
Using a whip, you will be able to flay the waxy coating of the fenugreek berry from your opponent, enabling you to puncture his | |||
flesh once more. | |||
Optionally you can choose to flay the aura of rebounding or the mass defence from your foe. | |||
Sabotage - Waiting | |||
Syn: AWAIT <player> | |||
Once activated, this ability will allow you to stand still and wait for another player unnoticed. When he enters the location, | |||
you will begin to follow him. | |||
Sabotage - Pacing | |||
Syn: PACING ON/OFF | |||
You will be able to follow those who sprint away. | |||
Sabotage - Puncture | |||
Usage: PUNCTURE <target> WITH <toxin> | |||
This skill is used to afflict your foes with various toxins. You need a dagger or a dirk, and a vial of the toxin to puncture | |||
with. | |||
Puncturing with Dioxin, Trioxin, and Sulfonal requires you to have the ability in Sabotage. | |||
Sabotage - Dioxin | |||
This toxin causes damage to its target. It can only be used with the Puncture ability. | |||
Required venoms: 2 Rattlesnake | |||
Sabotage - Block | |||
Syn: BLOCK <direction> | |||
This will allow you to block much movement in a particular direction. | |||
Sabotage - Snare | |||
Syntax: | |||
LAY SNARE <direction> | |||
Commodities: | |||
1 rope | |||
This trap will snare an opponent like a hare heading for the cooking pot. It will only fire if you are in the same or adjacent | |||
room as the target. | |||
Sabotage - Swinging | |||
Syn: SWING UP, SWING DOWN | |||
When in a forest location, you will be able to swing up into the trees. | |||
Sabotage - Secret | |||
Usage: SECRET <item> TO <player> | |||
This simply puts an item on a player without him noticing. | |||
Sabotage - Scan | |||
Syn: SCAN | |||
While in the treetops, you can scan the ground for passerbys. | |||
Sabotage - Bowmanship | |||
Syn: SHOOT <player> <direction> | |||
INSPECT QUIVER | |||
SWITCH <type|toxin> <type|toxin> | |||
Use one of the various bows to shoot a player in a line-of-sight location from you. | |||
Sabotage - Seize | |||
Syn: SEIZE <player> | |||
While in the trees, you may seize a player and bring him up to your level. | |||
Sabotage - Shove | |||
Syn: SHOVE | |||
While in the trees, you may shove a player to the ground, possibly breaking his legs. | |||
Sabotage - Noose | |||
Syn: CRAFT NOOSE, NOOSE <player> | |||
While you are in the trees you can craft a noose from the vines hanging everywhere. Then, if there is a sole victim below you, | |||
you can NOOSE <player>. This is a long process as you have to move with utter silence. If anyone else enters the location, your | |||
attempt will be ruined. | |||
Sabotage - Aiming | |||
Syn: AIM <player> <direction> | |||
Increase the accuracy of your shooting. | |||
Sabotage - Listen | |||
Syn: LISTEN <direction> | |||
Use your auditory acuity to listen in on conversations in an adjacent room. | |||
Sabotage - Dispel | |||
Syn: DISPEL/DISPEL ME/DISPEL <player> | |||
Use this ability to dispel most illusions associated with the room you are in, yourself, or another player. | |||
Sabotage - Lipread | |||
Syn: LIPREAD | |||
This will allow you to hear speech as normal when deaf, as well as read the lips of any who whisper near you. | |||
Sabotage - Eavesdrop | |||
Syn: EAVESDROP <direction> | |||
Your skills have improved to the point where you can now listen even through closed doors. | |||
Sabotage - Trioxin | |||
This toxin is a stronger version of dioxin, it causes considerable damage to its target. It can only be used with the Puncture | |||
ability. | |||
Required venoms: 3 Rattlesnake | |||
Sabotage - Wind | |||
Once you have this ability, your accuracy with bowmanship will be increased. | |||
Sabotage - Slit | |||
Syntax: SLIT <player> | |||
Provided you are wielding either a dagger or dirk, this ability will allow you to slit the throat who is bound or not conscious | |||
(sleeping, meditating, unconscious), causing significant bleeding damage. | |||
Sabotage - Doublestab | |||
Syntax: DOUBLESTAB/DSTAB <player> [toxin 1] [toxin 2] | |||
If you are wielding a dirk that has been envenomed with more than one toxin, you may use this ability to quickly deliver two | |||
toxins simultaneously to your target. | |||
You can optionally specify the two toxins to envenom the dirk with before attacking. This requires you to have vials containing | |||
those toxins and the Envenom ability. The first toxin will affect the target player first. | |||
Sabotage - Envenom | |||
Syn: ENVENOM <amount> ARROWS WITH <toxin> | |||
SWITCH <type> <type> | |||
INSPECT QUIVER | |||
You may cover the tips of arrows with a toxin if you have a vial of that | |||
toxin or have the appropriate skill. | |||
An example of switching would be SWITCH WOODEN ACONITE, SWITCH ACONITE, | |||
SWITCH WOODEN, SWITCH ACONITE WOODEN, SWITCH METEOR, etc. | |||
Sabotage - Crossbows | |||
Syn: SHOOT <player> <direction> | |||
The crossbow is more powerful, but less accurate, than the longbow. | |||
Sabotage - Clothesline | |||
Syntax: | |||
LAY CLOTHESLINE <direction> | |||
Commodities: | |||
1 rope | |||
This trap will cut the jugular of any enemy of yours that tries to pass by it, causing great bleeding. | |||
Sabotage - Cloak | |||
Syn: CONJURE CLOAK or CONJURE CLOAK <player> | |||
This will conjure up a cloak that will disguise many actions from observers. | |||
Sabotage - Dash | |||
Syn: DASH <direction> | |||
Sprint quickly in a particular direction. | |||
Sabotage - Alarm | |||
Syntax: | |||
SET ALARM <direction> | |||
Set an alarm on a trap such that the trap owner will be notified when the trap is sprung. | |||
Sabotage - Lightwall | |||
Usage: CONJURE LIGHTWALL <direction> | |||
This will conjure a wall of pure light that will cure blindness from any passing through it. If the player is not blind, they | |||
will be transfixed. In addition, a lightwall in the room with you will cause your targets to be affected by the xeroderma toxin | |||
as if they were in the sunlight. | |||
Sabotage - Disarm | |||
Syntax: | |||
DISARM TRAP <direction> | |||
Using this ability, you will attempt to disarm a trap. If you are successful, and you laid the trap, you will get the | |||
commodities that went into its making. If you are unsuccessful, you will fall victim to the trap. | |||
Sabotage - Hornbows | |||
Syntax: SHOOT <player> <direction> | |||
The famed hornbows are both expensive and powerful. Only slightly less powerful than a crossbow, they are far more accurate. | |||
Sabotage - Appraise | |||
Usage: APPRAISE <player> | |||
APPRAISE <player> <search string> | |||
This will list a player's entire inventory. | |||
Syntax: | |||
BACKSTAB <player> | |||
Only useable while hidden in the shadows, backstab is a delayed ability. After initiating it, you will spend a few seconds | |||
circling around to get directly behind your opponent, and then you will leap from the shadows to plant a dirk or dagger in his | |||
back. | |||
Sabotage - Shrugging | |||
Syntax: SHRUG <toxin> | |||
This ability allows you to focus on shrugging off the effect of a toxin of your choice. The next time you are hit by the chosen | |||
toxin, you will be able to shrug it off without feeling any of its usual effects. Only one toxin will be shrugged - you need to | |||
pick a new toxin afterwards. | |||
Changing a toxin to shrug, or picking a new one, can be done every 8 seconds. | |||
Sabotage - Binding | |||
Syntax: BIND <player> | |||
If your target is sleeping or unconscious, and you have a length of rope on your person, you may hog-tie your unlucky target. | |||
This requires much longer to writhe out of than web does, for instance. | |||
Sabotage - Weaving | |||
Syntax: WEAVING ON/OFF | |||
At the cost of a heavy mana drain, you will be able to take less damage from other players. The effect of this ability is | |||
significantly improved against a target whom you are currently hypnotising. | |||
Sabotage - Arrowcrafting | |||
Syntax: FASHION <arrow type> ARROWS | |||
This ability allows you to fashion most types of arrows. These are the arrows that you can produce, and the required | |||
commodities: | |||
Arrow Commodities Required Yields | |||
---------- ---------------------------- ---------- | |||
Wooden 1 Wood 15 Arrows | |||
Razor 1 Wood, 1 Steel 10 Arrows | |||
Spiral 1 Wood 5 Arrows | |||
Barbed 1 Wood, 1 Steel 10 Arrows | |||
Pitched 1 Wood 10 Arrows | |||
Broad 1 Wood, 1 Steel 10 Arrows | |||
Net 1 Wood, 1 Steel, 1 Rope 5 Arrows | |||
Razor arrows cause extra bleeding, spiral arrows have increased damage, barbed arrows remain in the target's body until pulled | |||
out, pitched arrows set their target ablaze, broad arrows can shatter shields, and net arrows entangle. | |||
Sabotage - Yank | |||
Syntax: YANK <player> | |||
Using this ability, you may try to yank a player from an adjacent room into yours with your whip. You must be wielding a whip | |||
to use this ability. | |||
Sabotage - Snipe | |||
Syn: SNIPE <player> <direction> | |||
Using this ability, you can improve your accuracy at shooting. Use it instead of the SHOOT command. | |||
Syntax: | |||
CONCEAL TRAP <direction> | |||
This powerful ability will allow you to disguise the effects of a trap from he who sets it off. The victim will know he set off | |||
a trap, but will not immediately know what kind of trap was set off. | |||
Syntax: | |||
SUMMON COBRA | |||
SUMMON COBRA INVENTORY/INV | |||
The first time you summon a cobra, you may have to try many times before you're successful. Eventually though, the cobras of | |||
the wild won't be able to resist your serpentine charms, and one will come slithering to serve. Once you have your cobra, you | |||
may summon it back at any time should you lose it, by simply executing the syntax again. Your cobra may be ordered to perform | |||
the actions listed in HELP MOBILES. | |||
After you have obtained a cobra, you may train it in some useful abilities. | |||
Sabotage - Scourge | |||
Syntax: SCOURGE <target> | |||
This ability will flay the skin from the bones of your target, preventing your target from applying the fenugreek berry for a | |||
short time. This affliction cannot be cured, but will wear off automatically after a short amount of time. In addition, due to | |||
the sensitive skin of your target, any punctures that apply an affliction will also cause Trioxin damage to the target. | |||
Sabotage - Flashwall | |||
Syntax: CONJURE FLASHWALL <direction> | |||
A different version of a lightwall, a flashwall causes anyone who passes through it to become highly suspectible to hypnosis | |||
for some time. Hypnosis attempts against the affected individual will always succeed, and an ongoing hypnosis will not break if | |||
the target moves beyond the reach of the hypnotiser. | |||
Much like the lightwall, a flashwall also triggers the effects of the xeroderma toxin. | |||
Sabotage - Sulfonal | |||
Those infected with this toxin find that any additional toxins applied to them via the Puncture ability will relapse several | |||
seconds later. This toxin can only be applied using the Puncture ability. | |||
Required venoms: 3 Meadowhawk, 2 Centipede | |||
Sabotage - Phase | |||
Syn: PHASE, UNPHASE | |||
This is probably the most effective concealment ability there is. While phased, you will be hidden from all mortal players, | |||
aside from other phased ones. You will, further, be unable to interact with items, mobiles, or unphased players. The caveat | |||
here is that you may try to attack an unphased player, which will automatically unphase you. Thus, phase can be used as an | |||
effective aid to assassinations. | |||
Syntax: WORM CREATE | |||
WORM INFO | |||
Wormholes are mysterious and not very well understood constructs of magick. Using one's mind, it is possible to establish a | |||
dimensional link between two distant spots, and to use this connection in various ways. | |||
Two different types of wormholes exist. Personal wormholes are small, volatile, and quick to create, but they can only ever be | |||
used by their owner, whom they always follow around. Stable wormholes require longer to create, but once stabilised, they | |||
persist indefinitely or until they are destroyed, and anyone with the ability to use them may do so. | |||
Using the wormhole in any way requires that the wormhole is connected to a target location. How this is done is explained in | |||
the AB help for the Attach ability. The required connection type is listed in each AB help file. Abilities that require a room | |||
connection can be used with both personal and stable wormholes, all other abilities require a personal wormhole to function. | |||
WORM CREATE allows you to create your personal wormhole, and WORM INFO allows you to discern its current status. You can't | |||
actually use your personal wormhole until you learn the necessary abilities to do so. | |||
Syntax: WORM SEEK | |||
Connection: Room | |||
This ability allows you to seek out all stable and personal wormholes that are present in this room. It will also find a | |||
personal wormhole that is attached to this room from elsewhere. | |||
Syntax: WORM WARP | |||
Connection: Room | |||
This ability allows you to warp through a wormhole and arrive at its other end. The wormhole needs to be connected to another | |||
room. You can only use your personal wormhole in this way if you have learned how to connect it to another room. | |||
As personal wormholes are more volatile than stable ones, attempts to travel through one are blocked by monolith sigils and | |||
similar effects. | |||
Spatium - Channel | |||
Syntax: WORM CHANNEL <item> | |||
Connection: Room | |||
This ability allows you to hurl held items through a wormhole. | |||
Syntax: WORM GLANCE | |||
Connection: Room | |||
This ability allows you to glance through a stable or personal wormhole, allowing you to see what is on the other end. | |||
Syntax: WORM ATTACH VOLCANO | |||
This ability allows you to attach your personal wormhole to a mighty volcano. Once attached, you will be able to use abilities | |||
that require a Volcano connection. | |||
Spatium - Attach | |||
Syntax: WORM ATTACH <location> | |||
WORM DETACH | |||
This ability allows you to actually use your personal wormhole by attaching it to various locations. The descriptions of | |||
available locations are available in their respective AB help files. | |||
Spatium - Burn | |||
Syntax: WORM BURN <target> | |||
Connection: Volcano | |||
This ability allows you to send searing flames against another individual, setting him on fire. | |||
It can be used off-balance. | |||
Spatium - Tundra | |||
Syntax: WORM ATTACH TUNDRA | |||
This ability allows you to attach your personal wormhole to a frozen tundra. Once attached, you will be able to use abilities | |||
that require a Tundra connection. | |||
Syntax: WORM FREEZE <target> | |||
Connection: Tundra | |||
This ability allows you to send a blast of cold air against an individual, freezing him. | |||
It can be used off-balance. | |||
Spatium - Mask | |||
Syntax: WORM MASK | |||
Masking your personal wormhole prevents it from being detected by the Seek and Sources abilities. Using any wormhole-related | |||
aggressive ability unmasks it. | |||
Syntax: WORM SHADOWPLANT <target> [plant name] | |||
Connection: Tundra, Volcano, Rashirmir, Circular, Demonic, or Elemental | |||
This ability allows you to spit out a shadowy plant from your wormhole directly into your target's inventory. When an affected | |||
individual attempts to eat a plant of the chosen type, he will eat the shadowplant instead, which will have no effect, but will | |||
still use up plant balance. | |||
If you do not specify a plant name, a random one will be used. The type of the random plant will only be known to you. | |||
The shadowplant requires one second before it fully materialises, and if not eaten, it evaporates four seconds later. | |||
Additionally, shadowplants summoned from the tundra will freeze the target when eaten, while shadowplants from the volcano will | |||
set on fire. Shadowplants from other locations will have no extra effect. | |||
The target cannot interact with the shadowplant in any way - it will only take effect when attempting to eat a real plant. | |||
This ability can be used off-balance. | |||
Spatium - Room | |||
Syntax: WORM ATTACH <player> | |||
This ability allows you to connect your personal wormhole to any individual who is currently within your area. Everyone in the | |||
target room is notified about the connection. The wormhole remains attached even if the target individual moves elsewhere, but | |||
if you move to another room or warp through the wormhole, the connection will instantly be severed. | |||
All abilities that require a Room connection can also be performed using stable wormholes. If there is a stable wormhole in | |||
your room, your personal wormhole takes priority over it - to use the stable wormhole, you first need to detach your wormhole | |||
or attach it to a different location (Tundra, Volcano, etc). | |||
Only one personal wormhole may be attached to a room at a time. | |||
Syntax: WORM ATTACH RASHIRMIR | |||
This ability allows you to attach your personal wormhole to Rashirmir, the Dream Realm. Once attached, you will be able to use | |||
abilities that require a Rashirmir connection. | |||
Spatium - Choke | |||
Syntax: WORM CHOKE <target> | |||
Connection: Rashirmir | |||
This ability inflicts asphyxiation damage to its target. | |||
It can be used off-balance. | |||
Spatium - Flight | |||
Syntax: WORM FLIGHT | |||
Connection: Rashirmir | |||
By carefully positioning your wormhole, this ability allows you to take off into the skies. Your movement will be slower than | |||
usual due to the constant maintenance required. | |||
Spatium - Blizzard | |||
Syntax: WORM BLIZZARD [OFF] | |||
Connection: Tundra | |||
This ability allows you to invoke a mighty blizzard, obscuring the room and making it difficult to leave. The blizzard will | |||
only last while the wormhole remains connected to the tundra. | |||
Spatium - Resonance | |||
Syntax: WORM RESONANCE ON/OFF | |||
Connection: Room | |||
This ability allows you to cause anything said at the other end of the wormhole to resonate back to you. Words resonating | |||
through a personal wormhole will only be heard by its owner, while words resonating through a stable one will be heard by | |||
anyone on the other end. Additionally, resonance works in both directions for stable wormholes, but only towards the owner for | |||
personal ones. | |||
Spatium - Confound | |||
Syntax: WORM CONFOUND <target> | |||
Connection: Tundra, Volcano, Rashirmir, Circular, Demonic, or Elemental | |||
This ability allows you to confound the mind of a target, slowing down his ability to focus his mind for roughly the next 20 | |||
seconds. | |||
It can be used off-balance. | |||
Spatium - Splice | |||
Syntax: WORM SPLICE <target> [UNSTABLE] | |||
This ability allows you to splice stable wormholes, which may then be used by anyone with the ability to do so. It requires two | |||
individuals with the ability to splice, each of them needs to execute this command with the other individual as the target. The | |||
process is intensive, takes several minutes, and most actions interrupt it. If successful, a new stable wormhole is formed | |||
between the two locations. | |||
If both individuals specify the optional UNSTABLE parameter, an unstable wormhole is formed, which is a hybrid between stable | |||
and personal wormholes. Unstable wormholes are formed by attaching personal wormholes together, and behave exactly like | |||
personal wormholes attached to another room. The difference is that unstable wormholes can span across areas, and that warping | |||
through them is not stopped by monolith sigils or consecrations. If either of the two individuals moves or warps through the | |||
wormhole, it is destroyed. | |||
Splicing an unstable wormhole is much faster than splicing a stable one. | |||
Note: wormholes spliced into an anti-magick territory will collapse after some time. | |||
Spatium - Sources | |||
Syntax: WORM SOURCES | |||
This ability allows you to discover all wormholes within the area, both stable and personal ones. | |||
Spatium - Obscure | |||
Syntax: WORM OBSCURE <target> | |||
Connection: Tundra, Volcano, Rashirmir, Circular, Demonic, or Elemental | |||
This ability causes any toxins delivered by the Puncture attack to be masked for the next 10 seconds. | |||
Obscure and Becloud cannot both be active at the same time. The ability can be used off-balance. | |||
Spatium - Tremors | |||
Syntax: WORM TREMORS [OFF] | |||
This ability will alert you whenever any wormholes in your area or an area adjacent to yours are being attacked, as well as | |||
when a new wormhole is being spliced. | |||
Syntax: WORM DEVOUR <target> | |||
Connection: Rashirmir | |||
This ability will attempt to suck an unwilling target through it, where he will suffocate instantly. The process takes several | |||
seconds, during which you cannot do anything else nor be hindered. The duration of the ability is also shortened if the target | |||
is not under effect of the mass defence. | |||
Spatium - Engulf | |||
Syntax: WORM ENGULF <target>/OFF | |||
Connection: Volcano | |||
This ability causes a continuous torrent of flame to start spewing out of the wormhole, engulfing its target. The flames | |||
instantly burn away the aura of rebounding that may form around the target. The effect is continuous and lasts while the | |||
wormhole is attached to the volcano. When the torrent is interrupted, the flames fade away shortly afterwards. | |||
Syntax: WORM ATTACH SELF | |||
This ability allows you to attach your personal wormhole to itself, worming a circular connection. Once attached, you will be | |||
able to use abilities that require a Circular connection. | |||
Spatium - Enthrall | |||
Syntax: WORM ENTHRALL <target> | |||
Connection: Circular | |||
This ability instantly triggers a random hypnotic suggestion implanted in the target's mind. It cannot be used while the | |||
suggestions are already being activated. | |||
This ability can not be used off-balance, but it is possible to follow with the Puncture ability immediately afterwards. | |||
Spatium - Instill | |||
Syntax: WORM INSTILL <target> <affliction or toxin name> | |||
Connection: Tundra, Volcano, Rashirmir, Circular, Demonic, or Elemental | |||
This ability allows you to instill an affliction of your choice, that the target is currently afflicted with, deep within the | |||
target. The ability is delayed and only takes effect after two seconds - if the affliction is cured in this interval, the | |||
ability fails with no effect. | |||
Once successfully instilled, the affliction will become more difficult to cure, and all curing methods will cure this | |||
affliction last, only after curing any other afflictions that the target has and that the curing method can heal. | |||
The afflictions can be chosen from all those that can be delivered by a toxin or by hypnosis - other afflictions may not be | |||
instilled. Additionally, the effects of Ciguatoxin and Metrazol can not be instilled. | |||
For example, if the target is afflicted with stupidity, masochism, and lethargy, and stupidity is instilled, eating orphine | |||
will cure masochism first, and stupidity second (as no other orphine-cured afflictions remain). | |||
This ability can be used off-balance. | |||
Spatium - Cancel | |||
Syntax: WORM CANCEL | |||
This ability allows you to attempt to sever a dimensional wormhole at your location. This requires utmost concentration - most | |||
actions will abort the attempt. | |||
Both stable wormholes and personal wormholes attached to your location can be cancelled in this way. Cancelling personal | |||
wormholes is much faster than cancelling stable ones. | |||
Spatium - Wormsnipe | |||
Syntax: WORM SNIPE <target> | |||
Connection: Room | |||
While wielding a bow and wearing a quiver, you may shoot arrows through wormholes at targets that reside on the other end. | |||
Spatium - Vortex | |||
Syntax: WORM VORTEX <player> | |||
Connection: Room | |||
This ability attempts to suck a player at the other end of a wormhole through to you. The attempt will fail if the player is | |||
too heavy to be moved. | |||
Spatium - Becloud | |||
Syntax: WORM BECLOUD <target> | |||
Connection: Circular | |||
For the next 20 seconds, hypnosis suggestions triggered on the target will have a 33% chance to show a generic message instead | |||
of the usual one. | |||
Obscure and Becloud cannot both be active at the same time. The ability can be used off-balance. | |||
Syntax: WORM ANNIHILATE <target> | |||
Connection: Circular | |||
This ability attempts to annihilate the mind of its target, if it has been sufficiently weakened. If the target is under the | |||
effect of less than four hypnotic afflictions, the attempt will fail with no effect. If the target has six or more, it will | |||
instantly kill him, otherwise the attempt will take several seconds during which you may do nothing else. | |||
Afflictions that can also be given by toxins (clumsiness, stupidity, recklessness, and anorexia) are not included in the count. | |||
Spatium - Demonic | |||
Syntax: WORM ATTACH DEMONIC | |||
This ability allows you to attach your personal wormhole to the Demonic plane. Once attached, you will be able to use abilities | |||
that require a Demonic connection. | |||
Spatium - Demon | |||
Syntax: WORM SUMMON DEMON | |||
Connection: Demonic | |||
This ability summons a demonic lamia loyal to you, which can be commanded in the usual way. The lamia remains with you until | |||
slain, even if you attach your wormhole to another location. The lamia has the following abilities: | |||
DEMON PROTECT - provides a defence against several types of non-physical damage, while the lamia is with you | |||
DEMON SCENT - locates all individuals within the area | |||
DEMON ENSNARE <target> - transfixes the target, or strips the blindness defence | |||
DEMON WARP - allows the demon to warp through a wormhole, if there is one in your room. The demon can warp through your | |||
personal wormhole as well | |||
DEMON EXPLODE - causes significant damage to everyone in the room and kills the lamia. This can be used at a distance | |||
DEMON RETURN - causes the demon to return back to you |
edits